Author: Peter J. Westwick
Publisher:
ISBN: 0190677449
Category : Business & Economics
Languages : en
Pages : 270
Book Description
The story behind the technology that revolutionized both aeronautics, and the course of history On a moonless night in January 1991, a dozen airplanes appeared in the skies over Baghdad. Or, rather, didn't appear. They arrived in the dark, their black outlines cloaking them from sight. More importantly, their odd, angular shapes, which made them look like flying origami, rendered them undetectable to Iraq's formidable air defenses. Stealth technology, developed during the decades before Desert Storm, had arrived. To American planners and strategists at the outset of the Cold War, this seemingly ultimate way to gain ascendance over the USSR was only a question. What if the United States could defend its airspace while at the same time send a plane through Soviet skies undetected? A craft with such capacity would have to be essentially invisible to radar - an apparently miraculous feat of physics and engineering. In Stealth, Peter Westwick unveils the process by which the impossible was achieved. At heart, Stealth is a tale of two aerospace companies, Lockheed and Northrop, and their fierce competition - with each other and with themselves - to obtain what was estimated one of the largest procurement contracts in history. Westwick's book fully explores the individual and collective ingenuity and determination required to make these planes and in the process provides a fresh view of the period leading up to the end of the Soviet Union. Taking into account the role of technology, as well as the art and science of physics and engineering, Westwick offers an engaging narrative, one that immerses readers in the race to produce a weapon that some thought might save the world, and which certainly changed it.
Stealth
Author: Peter J. Westwick
Publisher:
ISBN: 0190677449
Category : Business & Economics
Languages : en
Pages : 270
Book Description
The story behind the technology that revolutionized both aeronautics, and the course of history On a moonless night in January 1991, a dozen airplanes appeared in the skies over Baghdad. Or, rather, didn't appear. They arrived in the dark, their black outlines cloaking them from sight. More importantly, their odd, angular shapes, which made them look like flying origami, rendered them undetectable to Iraq's formidable air defenses. Stealth technology, developed during the decades before Desert Storm, had arrived. To American planners and strategists at the outset of the Cold War, this seemingly ultimate way to gain ascendance over the USSR was only a question. What if the United States could defend its airspace while at the same time send a plane through Soviet skies undetected? A craft with such capacity would have to be essentially invisible to radar - an apparently miraculous feat of physics and engineering. In Stealth, Peter Westwick unveils the process by which the impossible was achieved. At heart, Stealth is a tale of two aerospace companies, Lockheed and Northrop, and their fierce competition - with each other and with themselves - to obtain what was estimated one of the largest procurement contracts in history. Westwick's book fully explores the individual and collective ingenuity and determination required to make these planes and in the process provides a fresh view of the period leading up to the end of the Soviet Union. Taking into account the role of technology, as well as the art and science of physics and engineering, Westwick offers an engaging narrative, one that immerses readers in the race to produce a weapon that some thought might save the world, and which certainly changed it.
Publisher:
ISBN: 0190677449
Category : Business & Economics
Languages : en
Pages : 270
Book Description
The story behind the technology that revolutionized both aeronautics, and the course of history On a moonless night in January 1991, a dozen airplanes appeared in the skies over Baghdad. Or, rather, didn't appear. They arrived in the dark, their black outlines cloaking them from sight. More importantly, their odd, angular shapes, which made them look like flying origami, rendered them undetectable to Iraq's formidable air defenses. Stealth technology, developed during the decades before Desert Storm, had arrived. To American planners and strategists at the outset of the Cold War, this seemingly ultimate way to gain ascendance over the USSR was only a question. What if the United States could defend its airspace while at the same time send a plane through Soviet skies undetected? A craft with such capacity would have to be essentially invisible to radar - an apparently miraculous feat of physics and engineering. In Stealth, Peter Westwick unveils the process by which the impossible was achieved. At heart, Stealth is a tale of two aerospace companies, Lockheed and Northrop, and their fierce competition - with each other and with themselves - to obtain what was estimated one of the largest procurement contracts in history. Westwick's book fully explores the individual and collective ingenuity and determination required to make these planes and in the process provides a fresh view of the period leading up to the end of the Soviet Union. Taking into account the role of technology, as well as the art and science of physics and engineering, Westwick offers an engaging narrative, one that immerses readers in the race to produce a weapon that some thought might save the world, and which certainly changed it.
Black Ops
Author: Guy Bowers
Publisher: Bloomsbury Publishing
ISBN: 1472807820
Category : Games & Activities
Languages : en
Pages : 68
Book Description
Black Ops is a skirmish wargame of tactical espionage combat that recreates the tension and excitement of modern action-thrillers such as the Bond and Bourne films. The fast-play rules keep all the players in the thick of the action, while the mission generator provides a wide range of options for scenarios – from stealthy extraction or surveillance missions to more overt raids and assaults. Stealth, combat, and technical expertise all have a role to play, and players may recruit a number of different operative types – spies, mercenaries, criminals, hackers, special forces, and many more – to recruit the best possible team for the job. Players may also choose to join a faction – powerful organizations, intelligence agencies, criminal syndicates, militaries, or rebel groups, each with a stake in international affairs. By doing so, their team may receive certain benefits, but may also find itself limited at a crucial time. With the variety offered by the characters, factions, and scenarios, no two games of Black Ops should ever be the same!
Publisher: Bloomsbury Publishing
ISBN: 1472807820
Category : Games & Activities
Languages : en
Pages : 68
Book Description
Black Ops is a skirmish wargame of tactical espionage combat that recreates the tension and excitement of modern action-thrillers such as the Bond and Bourne films. The fast-play rules keep all the players in the thick of the action, while the mission generator provides a wide range of options for scenarios – from stealthy extraction or surveillance missions to more overt raids and assaults. Stealth, combat, and technical expertise all have a role to play, and players may recruit a number of different operative types – spies, mercenaries, criminals, hackers, special forces, and many more – to recruit the best possible team for the job. Players may also choose to join a faction – powerful organizations, intelligence agencies, criminal syndicates, militaries, or rebel groups, each with a stake in international affairs. By doing so, their team may receive certain benefits, but may also find itself limited at a crucial time. With the variety offered by the characters, factions, and scenarios, no two games of Black Ops should ever be the same!
Stealth Patrol
Author: Bill Shanahan
Publisher: Da Capo Press, Incorporated
ISBN: 9780306812736
Category : History
Languages : en
Pages : 324
Book Description
A riveting Vietnam memoir that takes you behind enemy lines with the U.S. Rangers as they hunt their foe in one dangerous mission after another
Publisher: Da Capo Press, Incorporated
ISBN: 9780306812736
Category : History
Languages : en
Pages : 324
Book Description
A riveting Vietnam memoir that takes you behind enemy lines with the U.S. Rangers as they hunt their foe in one dangerous mission after another
Star Wars Build Your Own: X-Wing
Author: Star Wars
Publisher: Studio Fun International
ISBN: 9780794442194
Category : Juvenile Fiction
Languages : en
Pages : 0
Book Description
Build your own Starfighter and join the Resistance! This mini construction book features a 32-page guide to Star Wars VIII: The Last Jedi plus all the pieces you will need to build a model!
Publisher: Studio Fun International
ISBN: 9780794442194
Category : Juvenile Fiction
Languages : en
Pages : 0
Book Description
Build your own Starfighter and join the Resistance! This mini construction book features a 32-page guide to Star Wars VIII: The Last Jedi plus all the pieces you will need to build a model!
Zarketh
Author: Matthew Boyle
Publisher: AuthorHouse
ISBN: 149185023X
Category : Fiction
Languages : en
Pages : 444
Book Description
It has been three years since the fall of Sion Terogol, Demi-God of Insanity and Lord of the Converted. The great legend known as Dmitri Sergei Sion has finally found something that he had been yearning for his whole life, true peace. After all the years that he and his allies had been fighting, it seemed that evil was finally defeated. He had been given a chance to live a normal life and be with the woman that he has fallen in love with. However, to Dmitri's fears, he believes that same evil will return; that his home, the One-World, will be threatened by the same man again. While his paranoia haunts his dreams, a greater evil manifests from the very victory that he had achieved. This evil, brought upon by a dark prophecy, seeks to undo everything that the great hero has done, to bring the planet into an Age of Darkness. However, while this evil grows, a great epidemic causes the legend to challenge his own code, the code that he stood by for generations of time. Will be able to do what has to be done, or will he destroy everything that he has fought to preserve?
Publisher: AuthorHouse
ISBN: 149185023X
Category : Fiction
Languages : en
Pages : 444
Book Description
It has been three years since the fall of Sion Terogol, Demi-God of Insanity and Lord of the Converted. The great legend known as Dmitri Sergei Sion has finally found something that he had been yearning for his whole life, true peace. After all the years that he and his allies had been fighting, it seemed that evil was finally defeated. He had been given a chance to live a normal life and be with the woman that he has fallen in love with. However, to Dmitri's fears, he believes that same evil will return; that his home, the One-World, will be threatened by the same man again. While his paranoia haunts his dreams, a greater evil manifests from the very victory that he had achieved. This evil, brought upon by a dark prophecy, seeks to undo everything that the great hero has done, to bring the planet into an Age of Darkness. However, while this evil grows, a great epidemic causes the legend to challenge his own code, the code that he stood by for generations of time. Will be able to do what has to be done, or will he destroy everything that he has fought to preserve?
Flight of the Old Dog
Author: Dale Brown
Publisher: Trident E-Book Distribution Services
ISBN: 1475607024
Category : Fiction
Languages : en
Pages : 463
Book Description
Flight of the Old Dog is one of the original and classic military techno-thrillers in the entire world. It is the basis of the PC flight simulator "Megafortress" published by Three-Sixty Pacific. It has been translated into twelve languages, and sales have exceeded a million copies. The United States and the Soviet Union are on the brink of nuclear war. At a top-secret research facility at Kavaznya, Sibera, the Soviets have developed a ground-based laser weapon capable of shooting down American satellites, and they are betting that the American president doesn't have the guts to risk starting a nuclear exchange. But at a top-secret flight test site in the Nevada desert called "Dreamland," a team of test pilots and engineers have created the Megafortress: a venerable B-52 Stratofortress strategic bombers modified with stealth technology, computers, digital avionics, state-of-the-art weaponry, and performance-enhancing features that makes it unlike any B-52 bomber--or any other warplane--ever flown. Now it's time to flight-test the Megafortress, and the Air Force assembles the best pilots, bombardiers, and navigators to see what this creation can do. One of them is Captain Patrick McLanahan, considered the best B-52 bombardier in the Air Force. The others on the crew are hard-charging pilots and world-class engineers, and McLanahan is nothing like them. But the team leader and aircraft commander, Lt. General Brad Elliott, can see that McLanahan is a quiet professional and a natural-born leader. Soviet spies soon discover the Megafortress, and they recognize that a fleet of these advanced planes can practically neutralize all of the Soviet Union's air defenses. Back-channel negotiations begin, and the U.S. is willing to mothball the Megafortress if the Soviets mothball the Kavaznya laser. That is completely unacceptable to the Soviet leader, and he hatches a daring plan to deal with the Megafortress while keeping his devastating laser weapon. Just prior to a live fire flight test, a team of Russian commandos invade Dreamland with the goal of stealing the Megafortress…or destroying it. The crew just barely manages to escape. The American president orders the top-secret aircraft back to Dreamland, but Brad Elliott and the vice president hatch a daring plan of their own: use the Megafortress to penetrate the Soviet Union's stiff air defenses and destroy the Kavaznya laser. Thus begins the aerial cat-and-mouse game across ten thousand miles and wave after wave of the Soviet Union's most advanced air defenses and fighter-interceptors, which are all on full alert. Most of the Megafortress's crew have no military training. They have supplies for only a few hours, and are outfitted for the deserts of southern Nevada, not the frigid steppes of Siberia. They have flown the Megafortress only a few times, and only in carefully scripted test flights. With Brad Elliott at the controls, Patrick McLanahan realizes that it's up to him to organize and get the rest of the crew ready for the fight of their lives.
Publisher: Trident E-Book Distribution Services
ISBN: 1475607024
Category : Fiction
Languages : en
Pages : 463
Book Description
Flight of the Old Dog is one of the original and classic military techno-thrillers in the entire world. It is the basis of the PC flight simulator "Megafortress" published by Three-Sixty Pacific. It has been translated into twelve languages, and sales have exceeded a million copies. The United States and the Soviet Union are on the brink of nuclear war. At a top-secret research facility at Kavaznya, Sibera, the Soviets have developed a ground-based laser weapon capable of shooting down American satellites, and they are betting that the American president doesn't have the guts to risk starting a nuclear exchange. But at a top-secret flight test site in the Nevada desert called "Dreamland," a team of test pilots and engineers have created the Megafortress: a venerable B-52 Stratofortress strategic bombers modified with stealth technology, computers, digital avionics, state-of-the-art weaponry, and performance-enhancing features that makes it unlike any B-52 bomber--or any other warplane--ever flown. Now it's time to flight-test the Megafortress, and the Air Force assembles the best pilots, bombardiers, and navigators to see what this creation can do. One of them is Captain Patrick McLanahan, considered the best B-52 bombardier in the Air Force. The others on the crew are hard-charging pilots and world-class engineers, and McLanahan is nothing like them. But the team leader and aircraft commander, Lt. General Brad Elliott, can see that McLanahan is a quiet professional and a natural-born leader. Soviet spies soon discover the Megafortress, and they recognize that a fleet of these advanced planes can practically neutralize all of the Soviet Union's air defenses. Back-channel negotiations begin, and the U.S. is willing to mothball the Megafortress if the Soviets mothball the Kavaznya laser. That is completely unacceptable to the Soviet leader, and he hatches a daring plan to deal with the Megafortress while keeping his devastating laser weapon. Just prior to a live fire flight test, a team of Russian commandos invade Dreamland with the goal of stealing the Megafortress…or destroying it. The crew just barely manages to escape. The American president orders the top-secret aircraft back to Dreamland, but Brad Elliott and the vice president hatch a daring plan of their own: use the Megafortress to penetrate the Soviet Union's stiff air defenses and destroy the Kavaznya laser. Thus begins the aerial cat-and-mouse game across ten thousand miles and wave after wave of the Soviet Union's most advanced air defenses and fighter-interceptors, which are all on full alert. Most of the Megafortress's crew have no military training. They have supplies for only a few hours, and are outfitted for the deserts of southern Nevada, not the frigid steppes of Siberia. They have flown the Megafortress only a few times, and only in carefully scripted test flights. With Brad Elliott at the controls, Patrick McLanahan realizes that it's up to him to organize and get the rest of the crew ready for the fight of their lives.
Interactive Storytelling for Video Games
Author: Josiah Lebowitz
Publisher: Taylor & Francis
ISBN: 113612733X
Category : Computers
Languages : en
Pages : 333
Book Description
What really makes a video game story interactive? What's the best way to create an interactive story? How much control should players be given? Do they really want that control in the first place? Do they even know what they want-or are their stated desires at odds with the unconscious preferences? All of these questions and more are examined in this definitive book on interactive storytelling for video games. You'll get detailed descriptions of all major types of interactive stories, case studies of popular games (including Bioshock, Fallout 3, Final Fantasy XIII, Heavy Rain, and Metal Gear Solid), and how players interact with them, and an in-depth analysis of the results of a national survey on player storytelling preferences in games. You'll get the expert advice you need to generate compelling and original game concepts and narratives.With Interactive Storytelling for Video Games, you'll:
Publisher: Taylor & Francis
ISBN: 113612733X
Category : Computers
Languages : en
Pages : 333
Book Description
What really makes a video game story interactive? What's the best way to create an interactive story? How much control should players be given? Do they really want that control in the first place? Do they even know what they want-or are their stated desires at odds with the unconscious preferences? All of these questions and more are examined in this definitive book on interactive storytelling for video games. You'll get detailed descriptions of all major types of interactive stories, case studies of popular games (including Bioshock, Fallout 3, Final Fantasy XIII, Heavy Rain, and Metal Gear Solid), and how players interact with them, and an in-depth analysis of the results of a national survey on player storytelling preferences in games. You'll get the expert advice you need to generate compelling and original game concepts and narratives.With Interactive Storytelling for Video Games, you'll:
Starfield - Stategy Guide
Author: GamerGuides.com
Publisher: Gamer Guides
ISBN: 1630414263
Category : Games & Activities
Languages : en
Pages : 1309
Book Description
Starfield is an action role-playing game from Bethesda Game Studios set in a futuristic interpretation of space exploration and colonization. Earth has long been abandoned, but there are plenty of other planets in different star systems where humans have ventured and settled. You have the freedom to create your own character with a unique background, but the main story will take you through a series of adventures as you uncover more information about mysterious artifacts which create gravitational anomalies. Along the way, you can build and customize your own space ship, establish your own outpost, befriend and romance new companions, and more. As a Bethesda game, you can also expect to see a lot of creative mods which have the potential to change your experience of the base game, or take it in an entirely new direction.This guide features the following:- Detailed explanations of the Basic Mechanics in the game - Tips & Tricks for Getting Started on your journey - Detailed builds including different Playstyles and Traits - Companion Guides including how to romance them - Faction walkthroughs for the Freestar Collective, United Colonies, Crimson Fleet and more - Mission walkthroughs for Main Missions and Misc Quests - An exploration guide including helpful maps for key areas - An overview of various Religions in the game - Area-specific guides including Activities for different regions - A mods section covering Console Commands and Best Mods - A guide for Skills and how to improve them quickly - Comprehensive guide to Ship Building - How to build your first Outposts
Publisher: Gamer Guides
ISBN: 1630414263
Category : Games & Activities
Languages : en
Pages : 1309
Book Description
Starfield is an action role-playing game from Bethesda Game Studios set in a futuristic interpretation of space exploration and colonization. Earth has long been abandoned, but there are plenty of other planets in different star systems where humans have ventured and settled. You have the freedom to create your own character with a unique background, but the main story will take you through a series of adventures as you uncover more information about mysterious artifacts which create gravitational anomalies. Along the way, you can build and customize your own space ship, establish your own outpost, befriend and romance new companions, and more. As a Bethesda game, you can also expect to see a lot of creative mods which have the potential to change your experience of the base game, or take it in an entirely new direction.This guide features the following:- Detailed explanations of the Basic Mechanics in the game - Tips & Tricks for Getting Started on your journey - Detailed builds including different Playstyles and Traits - Companion Guides including how to romance them - Faction walkthroughs for the Freestar Collective, United Colonies, Crimson Fleet and more - Mission walkthroughs for Main Missions and Misc Quests - An exploration guide including helpful maps for key areas - An overview of various Religions in the game - Area-specific guides including Activities for different regions - A mods section covering Console Commands and Best Mods - A guide for Skills and how to improve them quickly - Comprehensive guide to Ship Building - How to build your first Outposts
DK Adventures: Terrors of the Deep
Author: Deborah Lock
Publisher: Penguin
ISBN: 1465425195
Category : Juvenile Nonfiction
Languages : en
Pages : 128
Book Description
After years of planning, marine biologists Dom Marlin and Jake Sturgeon set off to explore Mariana Trench in the Pacific Ocean — the deepest ocean trench in the world in DK Adventures: Terrors of the Deep. Join them from pre-launch checks in the submersible Orion, to their encounters with great white sharks, big red jellyfish, a dumbo octopus and more, to the end of their journey, all while supported on the surface by a crew on the ship Andromeda. Discover what life is like 6,000 fathoms deep, plus learn about the history of submersibles, facts about megalodons, what coral reefs are made of, what zooplankton eat and more in DK Adventures: Terrors of the Deep. DK Adventures are an innovative mix of narrative and nonfiction for kids ages 8-11 featuring engaging, action-packed stories that help kids build their skills in vocabulary, grammar, comprehension, and critical thinking while developing a love of reading. With diaries, recipes, poetry, instructions, graphics, or songs, the genre spreads in each DK Adventures title enhance the story and reinforce curriculum learning, while the expansive range of entertaining nonfiction subjects will appeal to boys and girls everywhere. Supports the Common Core State Standards.
Publisher: Penguin
ISBN: 1465425195
Category : Juvenile Nonfiction
Languages : en
Pages : 128
Book Description
After years of planning, marine biologists Dom Marlin and Jake Sturgeon set off to explore Mariana Trench in the Pacific Ocean — the deepest ocean trench in the world in DK Adventures: Terrors of the Deep. Join them from pre-launch checks in the submersible Orion, to their encounters with great white sharks, big red jellyfish, a dumbo octopus and more, to the end of their journey, all while supported on the surface by a crew on the ship Andromeda. Discover what life is like 6,000 fathoms deep, plus learn about the history of submersibles, facts about megalodons, what coral reefs are made of, what zooplankton eat and more in DK Adventures: Terrors of the Deep. DK Adventures are an innovative mix of narrative and nonfiction for kids ages 8-11 featuring engaging, action-packed stories that help kids build their skills in vocabulary, grammar, comprehension, and critical thinking while developing a love of reading. With diaries, recipes, poetry, instructions, graphics, or songs, the genre spreads in each DK Adventures title enhance the story and reinforce curriculum learning, while the expansive range of entertaining nonfiction subjects will appeal to boys and girls everywhere. Supports the Common Core State Standards.
Ashes of Victory
Author: Joe Weber
Publisher: Ignition Books®
ISBN: 1937868702
Category : Fiction
Languages : en
Pages : 392
Book Description
Publisher: Ignition Books®
ISBN: 1937868702
Category : Fiction
Languages : en
Pages : 392
Book Description